Splinter Cell 4 Walkthrough :

This walkthrough for Splinter Cell 4 [Playstation 2] has been posted at 04 Aug 2010 by francoselem and is called "Splinter Cell Double Agent FAQ". If walkthrough is usable don't forgot thumbs up francoselem and share this with your freinds. And most important we have 1 other walkthroughs for Splinter Cell 4, read them all!

Walkthrough - Splinter Cell Double Agent FAQ

Page 1

SPLINTER CELL: DOUBLE AGENT
RIDE THE LIGHTNING - PS2-VERSION WALKTHROUGH
Authored by VampireHorde
++WALKTHROUGH NOTICE: This walkthrough only applies to the PS2 version
of SC: Double Agent.
=======================================================================
=======================================================================
What it does, cuz? Welcome back to the Spy Spectrum, super spy! In this
walkthrough, I will chronicle EVERY single detail there is to know
about SC: DA. Every objective, every alternate path, every decision,
and both PS2-exclusive "flashback" missions will be explained in detail
here and ONLY here!
Ready? LET'S ROCK!
=======================================================================
=======================================================================
+++ THE GAMEPLAY +++
--COMPLETING YOUR OBJECTIVES
Just like in Chaos Theory, Sam has multiple objectives to complete.
Most of them are optional and can affect the Trust Meter. You DO NOT
need to finish all the Opportunity objectives but you still need to
make an Opposing objective.
--HACKING MINI-GAME
Unlike previous SC games, Double Agent uses a brand new version of the
hacking mini-game. Instead of trying to hack numerical numbers, you are
trying to hack digital neuro-waves.
Move the Left Analog Stick UP, DOWN, LEFT, or RIGHT and try to match
the green wavelength to the red one (and vice versa). When the waves
look like they match, press the X Button. The light on the console will
turn blue if successful (RED if you missed). It's easier as it looks.
--BOMB DISPOSAL MINI-GAME
This mini-game is exactly like the one seen in Co-Op Mode from Chaos
Theory (you've played that mode, right?)
When you access the bomb, you'll see four wires above a timer. Move the
Analog Stick left or right to highlight a wire. As soon as one of the
wires starts rumbling hard, press the A button to cut it. From there,
select the remaining wires and wait for the rumble and then cut it.
You only have 20 seconds after cutting the first wire to cut the
remaining three wires. If one of the wires isn't rumbling, keep
selecting the next one until one of them rumbles. BE QUICK! Cut all
four wires to disarm the bomb.
--ARREST MODE
When Sam is in the JBA Headquarters, there is a chance the he will
encounter guards that will stop him and try to arrest him. When this
happens, a series of buttons appear onscreen for one of two things:
KNOCK or GRAB.
Press the buttons indicated on the screen IN ORDER and Sam will do the
command. It's not really effective but try it!
=======================================================================
=======================================================================
+++ STORYLINE PATH +++
As if you didn't already know, SC: DA incorporates a Trust Meter. Sam
has certain primary, opposing, and opportunity objectives that he needs
to reinforce in every mission. Completing them will either give favor
to the NSA or the JBA.
--JBA TRUST
If the TRUST METER goes all the way to 0% during a mission, Lambert
will call in and tell you that you need to access a computer because
you've "gone too far". From there, Sam will have less than 90 seconds
to access a computer. It might not happen in every mission, but be
ready to access a computer when it does.
Another way to gain the JBA's trust is to kill enemies and civilians
during a mission. Once the mission is done, the total number of enemies
killed will increase the JBA's trust in you.
--NSA TRUST
If the TRUST METER goes all the way to 100%, Emile wall call you and
give a certain objective (meet with him in a designated area or access
a computer) within a time limit. This also may not happen in every
mission but be sure to know the fastest way to an exit or a computer.
Another way to gain the NSA's trust is to leave ZERO kills during a
mission. The more enemies you use non-lethal force on equals more trust
from the NSA.
=======================================================================
=======================================================================
Now that you know how the game works, it's time to play!
+++ THE WALKTHROUGH +++
__ __
/ /_/ /_ ___
/ __/ __ \/ _ \
/ /_/ / / / __/
\__/_/ /_/\___/
____ __ __ __
_ ______ _/ / /__/ /_/ /_ _________ __ ______ _/ /_
| | /| / / __ `/ / //_/ __/ __ \/ ___/ __ \/ / / / __ `/ __ \
| |/ |/ / /_/ / / ,< / /_/ / / / / / /_/ / /_/ / /_/ / / / /
|__/|__/\__,_/_/_/|_|\__/_/ /_/_/ \____/\__,_/\__, /_/ /_/
/____/
-----------------------------------------------------------------------
-----------------------------------------------------------------------
+++ MISSION 1: ICELAND - THE FROZEN WILDERNESS +++
MISSION OBJECTIVES:
[ ] INFILTRATE THE FACTORY
[ ] ACQUIRE BUYER'S LIST
[ ] EXTRACT THROUGH THE LOADING BAY
OPPOSING OBJECTIVES:
OPPORTUNITY OBJECTIVES:
[ ] PROTECT THE CRATES
[ ] NEUTRALIZE THE GUARDS
[ ] RETRIEVE WEAPON SCHEMATICS
[ ] PLANT EXPLOSIVE CHARGES
-----------------------------------------------------------------------
-----------------------------------------------------------------------
+++ AREA: FROZEN CAVE +++
Welcome back, rogue agent. After the cutscene, do a 180 turn and enter
the frozen cave. Halfway through the cave, you'll see a guard behind a
thin wall of ice. GRAB him and INTERROGATE him (or don't) and then
knock him out.
Walk past the overturned snowmobile to the dead end. Use the INIT
DYNAMIC HOIST option to boost your partner to the top (he'll grab Sam,
so don't panic!). As you make it towards the end of the cave, Lambert
calls in and tells you to go BACK to the cave entrance. Do as he says.
--OBJECTIVE: NEUTRALIZE THE GUARDS
Near the cave entrance will be two guards. GRAB the first one when it's
clear and drag him into the cave. For the other guard, use a Sticky
Shocker (it's faster than waiting). Once both guards are down, go back
to the cave and continue what you were doing.
As you enter the next area, you'll see wooden scaffolding and a bright
spotlight. You have the option to shoot out the light OR use the planks
on top of the scaffolding. Whichever way you choose is the best.
As you exit the area, you'll see more weapons crates. Grab the lone
guard and knock him out (you can use the PLUNGE method, but it'll count
as a KILL). To enter the factory, take the pipelines or use the ladder
to find a closed gate. To open the gate, enter the control room just
near the ladder and use the OPEN option. Now enter the facility.
-----------------------------------------------------------------------
+++ AREA: THE FACTORY +++
Have your partner give you a BOOST over the gate. Now look above Sam to
see a pipeline that you can shimmy on. Use the pipeline and quietly
creep towards the guard and use a chokehold move to knock him out. Hide
the body just to make sure.
Now stay hanging on the pipeline and continue creeping towards the end
and Sam will climb over to the top. Shimmy all the way to the right
side but DO NOT climb up yet. A guard will stop by (just because he has
to). Wait for him to leave and then go ahead and climb up. Stay in the
shadows and wait for him to come back. GRAB him and then knock him out.
At the end of the walkway is a CAMERA. Use the OCP on it and creep past
it towards the ladder under the large pipes. STAY QUIET because there
is another guard on the other side! Climb the ladder up, use the CUT
MATERIAL and enter.
-----------------------------------------------------------------------
+++ AREA: INSIDE THE FACTORY +++
Just to Sam's right is the water pressure valve. Use the TURN VALVE
option to lower the water. Now climb down the nearby ladder and walk
through the murky water to the other side to find a pipe. Climb the
pipe up but do not jump over yet!
A technician will walk nearby and check the pipes. Let him finish and
make sure he walks away. When it's clear, jump over near the dark area
and use the OCP on the lamppost above. Now walk around the pipes and
GRAB him and knock him out (you can also use the pipeline above him if
you want to look stylish).
In the next area, there is a CAMERA. Use the OCP on the camera or the
lights and pass through to the next room.
-----------------------------------------------------------------------
+++ AREA: THE TURBINE ROOM +++
--OBJECTIVE: PLANT EXPLOSIVE CHARGE #1
There are three guards here. I suggest eliminating them just to be
safe. Across the room you'll see a set of computers with glowing green
monitors. Next to the computers is a large metal control panel (it
looks like a large server). Use the PLANT CHARGE option. Now exit
through the door (use the OCP) and enter the next area.
-----------------------------------------------------------------------
+++ AREA: COMPUTER LAB +++
--OBJECTIVE: OBTAIN THE WEAPON SCHEMATICS
After the cutscene, enter the lab. There is a sleeping guard, so be
careful! Knock him out and then head to the large window (you can use
the pipeline above him to use a chokehold, if you want). Use the EEV on
the computer behind the glass and HACK it to gain the information
needed.
Exit the room to a brightly lit hall. DO NOT HEAD THROUGH YET! There is
a CAMERA watching the hall, so bust out the OCP and disable it or shoot
out all the lights. Now exit this area.
-----------------------------------------------------------------------
+++ AREA: UPPER TURBINE ROOM +++
There is a single guard up here. There are two ways to get past here:
--You can simply whistle to distract them and knock them out (or walk
by them unseen)
--Jump over the railing and shimmy ALL the way to other side
--Jump over the railing and GRAB and toss the guards over to the bottom
(DEADLY!)
Use the PICK LOCK option to exit this area. Head down the hall and use
the OCP on the CAMERA and then enter the next area.
-----------------------------------------------------------------------
+++ AREA: FACTORY ENTRANCE - UPPER FLOOR +++
In this next area is a metal walkway enclosed with a metal fence.
Dispatch the lone guard here using the GRAB method or by using the
SPLIT JUMP attack. Either way works fine. Exit the walkway to a hall
with two sets of separate lasers.
You can use the OCP on all of them or you can simply use the pipeline
above to creep past them. It's your choice. Now enter the next area.
-----------------------------------------------------------------------
+++ AREA: MAIN TURBINE ROOM #1 +++
--OBJECTIVE: PLACE EXPLOSIVE CHARGE #2
There are two guards in front of you. Squeeze in between the large
turbine tanks to Sam's right and creep all the way to the other side.
Dispatch the two guards in any way you want, just DO IT.
Now climb the ladder up to the top walkway and head to the other side
to find another server to PLACE CHARGE. Now go to the switch with the
red lights and activate it to open the door below. Take the nearby
ladder down and exit the room. Go down the hall and take the ladder
going down.
-----------------------------------------------------------------------
+++ AREA: MAIN TURBINE ROOM #2 +++
Squeeze and creep your way through the pipes and look for the
CRAWLSPACE. Emerge from the crawlspace and turn left. Look for a
pipeline to climb up and climb it. Climb the pipe to the top and shimmy
to the one across from you and then slide down to the murky water
below.
-----------------------------------------------------------------------
+++ AREA: MAIN TURBINE ROOM #3/BREAK ROOM +++
Cross the water to the other side to see a technician making lots of
noise. You can either grab him from the water and drown him or use a
simple knockout blow. Hide the body and exit the area. In the next
hall, use the OCP on the nearby CAMERA before going down the stairs.
Now go down the stairs and make a right turn. Look for a CRAWLSPACE in
the corner and enter it.
-----------------------------------------------------------------------
+++ AREA: SUPPLY ROOM +++
As you emerge from the CRAWLSPACE, you will see two guards and a metal
fence blocking the way. Creep the other end of the fence and climb over
it. See those shelves? Jump on top of them and then jump on the metal
fence and work your way to the other ledge.
Quietly jump down and then make your way to the doorway. At the end of
this doorway, jump over the railing to the lower area. Use the OCP on
the lasers and then go around the corner to the next area
-----------------------------------------------------------------------
+++ AREA: FURNACE ROOM +++
--OBJECTIVE: PLANT EXPLOSIVE CHARGE #3
Make a right turn and then climb up the ladder. Walk up to the open
metal door and wait for the furnace walkway to come back (or get on it
if it's there).
Ride it to the other side and exit. Take the nearby stairs and you'll
be above the control room (with the large ceiling fan on the roof).
Jump down from the roof to the left side of the control room.
Use the PICK LOCK option and OPEN the door. You should be able to open
the door and not distract the two guards inside. Carefully GRAB the
first guy and drag him outside and knock him out. Do the same thing
with the second guard. Also, across from the door is a set of steel
girders. You can use the SPLIT JUMP maneuver here if you want, but I
don't recommend it. Once both guards are down, go to the server in the
control room and PLANT CHARGE.
Exit the room using the other door and look for the ladder going down.
Exit through the double doors into the next area. Use the OCP on the
Camera and go around the corner to see a guard inside a break room.
You can use the BASH DOOR option on him when he stands in front of the
door or simply ignore him. Go up the stairs and use the OCP on the
CAMERA before you enter the next door.
-----------------------------------------------------------------------
+++ AREA: WORK ROOM/GARAGE +++
--OBJECTIVE: ACQUIRE THE BUYER'S LIST
--OBJECTIVE: PLANT EXPLOSIVE CHARGE #4
In this area are two guards. One patrols the upper area (where you'll
emerge from and one is on the lower area. You can try to incapacitate
the guard up here OR you can take an alternate path by using the
pipeline located next to the door to the other side.
In the area below is the last server to place an EXPLOSIVE CHARGE. You
can do it now or later when you get back to this area. If not, enter
the open doorway above to the next area.
Go down the hall and use the OCP on the CAMERA at the other end. Enter
the next room and use the computer on the right side to complete the
objective.
--OBJECTIVE: EXTRACTION TIME
Time to get the hell outta dodge! Go back to the work room and use the
DOOR CODE obtained from the previous room (7931) and exit.
Make your way through the garage by jumping over the crates. Dispatch
the three remaining guards (or don't) and then exit the room to
EXTRACTION.
MISSION COMPLETE! Welcome to Splinter Cell: DOUBLE AGENT!
______ _____ _ _ _____ _____ ______
| ___ \(_____) | | | | (_____) ___ \| ___ \
| | _ | | _ \ \ \ \ _ | | | | | | |
| || || | | | \ \ \ \ | || | | | | | |
| || || |_| |_ _____) )____) )| || |___| | | | |
|_||_||_(_____|______(______(_____)_____/|_| |_|
______ _____ ______ ______ _ _______ _______ _______
/ _____) ___ \| ___ \(_____ \| | (_______|_______|_______)
| / | | | | | _ | |_____) ) | _____ _ _____
| | | | | | || || | ____/| | | ___) | | | ___)
| \____| |___| | || || | | | |_____| |_____| |_____| |_____
\______)_____/|_||_||_|_| |_______)_______)\______)_______)
-----------------------------------------------------------------------
-----------------------------------------------------------------------
+++ MISSION 2: ELLSWORTH PENITENTIARY +++
MISSION OBJECTIVES:
[ ] GET THE WALKIE-TALKIE FROM THE SECURITY BOOTH
[ ] ESCAPE ELLSWORTH PRISON WITH JAMIE WASHINGTON
[ ] FIND AN ADRENALINE SYRINGE
[ ] REGROUP WITH JAMIE WASHINGTON
[ ] RELEASE LOCK TO GAS CHAMBER
OPPOSING OBJECTIVE:
[ ] DO NO LET BARNHAM DIE
[ ] HELP JAMIE KILL BARNHAM
OPPORTUNITY OBJECTIVES:
[ ] FIND HIDDEN INFORMATION DISK
[ ] ALTER DEATH RECORDS
-----------------------------------------------------------------------
-----------------------------------------------------------------------
++NOTE: For this mission, Sam won't have his Night Vision goggles and
other equipment. After speaking to Lambert, Fisher will retrieve his
OPSAT and will be able to recover some useful equipment later in the
mission.
+++ AREA: SAM'S CELL +++
Dude, did you ever watch that movie called "The Shawshank Redemption"?
Lots of coincidences here!
Anyway, to exit Sam's cell, simply use the CRAWLSPACE located under his
bed. CRAWL through and then jump up to the hard to see crawlspace above
Sam (it sucks when you don't have Night Vision goggles). Jump over the
ledge to meet with Jamie. With only a set of Lockpicks, its gonna be a
killer Prison Break!
--OBJECTIVE: GET THE WALKIE-TALKIE FROM SECURITY BOOTH
Use the INIT DYNAMIC BOOST option and jump to the other side. Climb the
ladder to the top and then head to the pipeline. Just near the pipeline
is a broken railing. REMEMBER THIS!
Climb the pipeline and shimmy to the opposite side. Raise both feet and
shimmy all the way to the end and drop down. Squeeze through the pipes
until you reach the other side. Jump over the railing to the bottom and
access the locked TRAPDOOR. Use the Lockpicks and then open the TRAP
DOOR. As you jump down, a guard will enter the room. Eliminate him and
then grab the WALKIE-TALKIE and then bolt out of there!
--OBJECTIVE: GO BACK TO YOUR CELL
Go back to your cell and use the same method to get back. Retrace your
steps QUICKLY because you only have 105 seconds! As soon as you reach
the area with the pipeline, shimmy over the fence and then IMMEDIATELY
jump down but DO NOT take the ladder down!
Remember the broken railing? Jump down the railing and then knockout
the patrolling guard and jump your way back to your cell. WOO!
-----------------------------------------------------------------------
+++ AREA: VISITOR'S AREA +++
--OBJECTIVE: BARNHAM
After the cutscene, Sam will have the OPSAT back in his inventory. Run
over to the Courtyard to encounter Barnham and Washington. From here
you have to make one of two choices:
--KILL BARNHAM
--CHOKE BARNHAM
The choice is up to you.
-----------------------------------------------------------------------
+++ AREA: PRISON HOSPITAL +++
Yup, it's a prison riot! Wait for the cop to come in and then a
cutscene will occur. Search the body to get the cop's gun and the
Lockpicks. Use the PICK LOCK option and exit the cell.
--OBJECTIVE: FIND ADRENALINE SYRINGE
The syringe is on the shelf just near the beds. Grab it and exit the
room. At the end of the hall use the INIT DYNAMIC BOOST option to jump
to the top. Go to the other side and jump down.
-----------------------------------------------------------------------
+++ AREA: PRISON CELLS +++
GRAB the first cop and knock him out. If the second cop sees you, run
up to him and knock him out. Just near the cells, the INIT DYNAMIC
HOIST option will appear. Use it and wait for Jamie to open the door to
the stairs (near where you jumped down next to the cop).
Go upstairs and run all the way to the end and jump down next to the
broken railing. In the next area, a cop will try and stop another
prisoner. Quickly sneak up to him and snuff him out and continue down
the hallway.
-----------------------------------------------------------------------
+++ AREA: MESS HALL +++
As you turn the corner, you'll see the hall on fire. Use the INIT
DYNAMIC CLIMBOVER to have Jamie boost you to the top. Use the TURN
VALVE option to extinguish the blaze and then use the ABORT ACTION to
climb down.
Now go around the corner and enter the Mess Hall and make a quick right
to enter through the shadows. GRAB the first patrolling cop and knock
him out. Sneak up to the second cop at the back of the room and knock
him out (or he'll shoot Jamie dead).
After that's done, Jamie will exit the mess hall but will be stuck at a
locked gate. To open the gate, go back to the mess hall. Just near the
exit is a metal fence. Climb over it and then take the stairs to the
top. Go to the end of the walkway and use the CRAWLSPACE to the next
room.
Jump down and then knock out the guard. Use the Computer to open the
gate for Jamie and to get the keycode for the door (3190). Exit the
room and then exit the area.
-----------------------------------------------------------------------
+++ AREA: CELL BLOCK D +++
This area seems tricky but it's really not. First, knock out the guard
on the bottom floor. Now go up the stairs to the second floor and look
for the broken railing with a small platform sticking out.
Jump that platform to the adjacent walkway across from you and grab the
railing (another cop will patrol that area). If the other cop isn't
there, you can shimmy all the way to the right side and then climb
over. There is a CRAWLSPACE just next to the bright lamppost. Enter
through the CRAWLSPACE and then exit to the next area.
-----------------------------------------------------------------------
+++ AREA: WOODSHOP AREA +++
As you jump down, you'll see two Riot guards patrolling the area. Pick
up the CARVING KNIFE nearby and then eliminate both guards (or don't).
If you eliminated both guards, simply exit through the metal detector.
If you want to be stealthy, use the pipeline next to the metal detector
and climb and shimmy over it. SIMPLE.
-----------------------------------------------------------------------
+++ AREA: GAS CHAMBER +++
Alright, it's time for an alternate path! As Sam works his way down the
halls, he'll see two guards conversing inside the Gas Chamber room.
There are two ways to enter the Gas Chamber room:
PATH #1: Sam can BASH the door open to knockout the first guard. From
there eliminate the second guard inside the control room.
PATH #2: Go back to the hall and enter the adjacent door. You'll be
inside a break room with a CRAWLSPACE. Enter the CRAWLSPACE and you'll
emerge at the Gas Chamber control room. Listen to the guards and then
they'll split up. Exit the crawlspace and knockout the first guard.
Enter the control room and use the OPEN CHAMBER option on the console
(make sure the light turns GREEN). Now quietly head down to the door
near the audience chairs and use the PICK LOCK option and enter. Go
down the stairs to the gas chamber but DO NOT open the door!
--OBJECTIVE: RELEASE CHAMBER LOCK
There is a Riot guard in the gas chamber. Quickly run up to him and
knock his filthy pig ass out. Now go to the chamber and use the OPEN
CHAMBER option to release Jamie.
Once he's free, enter the room nearby and you'll see a desk with a
computer. Across from the computer is an exit. Exit the room and go
down the hallway to the Morgue. A Riot guard is patrolling inside the
Morgue, so watch yourself. Eliminate the guard and then enter the door
to enter the Morgue.
-----------------------------------------------------------------------
+++ AREA: THE MORGUE +++
--OBJECTIVE: FIND HIDDEN INFORMATION DISK (OPTIONAL)
Inside the Morgue, go to one of the open freezer doors and you'll find
the information disk that Lambert asked for. Now exit and go back
outside. Take the path just near where you entered from the Gas Chamber
to a door to the other side.
Exit the area and take the stairs to the CHAPEL area.
-----------------------------------------------------------------------
+++ AREA: THE CHAPEL +++
Use the INIT BOOST OVER option to throw Jamie over the fence. He'll
open the door for you. Enter the chapel area.
In the chapel area are two Riot guards. Eliminate them for safety
purposes. Now it's time to escape BUT ONE LAST THING!
--OBJECTIVE: ALTER DEATH RECORDS (OPTIONAL)
Enter the door at the back of the chapel and use the computer inside to
alter the death records. NICE!
Once that's done, take the stairs all the way to the top. You'll see a
pipeline that goes to the other side. Jump up and shimmy to the other
balcony. Walk up to the rope to release it. This will give you a way
out of the area. Now shimmy on back to the other side and then climb
the rope to the roof.
At the top of the chapel, eliminate the lone guard and then use the
BREAK LOCK option on the door and exit the roof. Take the stairs down
and open the door back to the chapel to get Jamie. Now go back out and
head down the stairs to the Parking area.
-----------------------------------------------------------------------
+++ AREA: PARKING LOT +++
Make your way out to the parking lot. The area is clear so no worries!
Go to the end of the lot to see a large escape hole on the upper wall.
Use the INIT DYNAMIC HOIST to head to the other side. Jump down to the
bottom to complete the mission.
MISSION COMPLETE! HELL YEAH!
______ _____ _ _ _____ _____ ______
| ___ \(_____) | | | | (_____) ___ \| ___ \
| | _ | | _ \ \ \ \ _ | | | | | | |
| || || | | | \ \ \ \ | || | | | | | |
| || || |_| |_ _____) )____) )| || |___| | | | |
|_||_||_(_____|______(______(_____)_____/|_| |_|
______ _____ ______ ______ _ _______ _______ _______
/ _____) ___ \| ___ \(_____ \| | (_______|_______|_______)
| / | | | | | _ | |_____) ) | _____ _ _____
| | | | | | || || | ____/| | | ___) | | | ___)
| \____| |___| | || || | | | |_____| |_____| |_____| |_____
\______)_____/|_||_||_|_| |_______)_______)\______)_______)
=======================================================================
=======================================================================
+++ MISSION 3: JBA HEADQUARTERS - PART ONE +++
PRIMARY OBJECTIVE:
[ ] ADJUST FOUR FUSE BOXES
[ ] ACCESS JBA'S SERVER
[ ] RETURN TO PUBLIC AREA
OPPOSING OBJECTIVE:
[ ] SEND INFO TO LAMBERT ABOUT COLE YEAGHER
[ ] SEND INFO TO EMILE ABOUT COLE YEAGHER
OPPORTUNITY OBJECTIVES:
[ ] SCAN ENRICA'S FINGERPRINTS
[ ] PLANT FALSE INFORMATION ON CARSON MOSS'S COMPUTER
++WALKTHROUGH NOTE: There are various ways to complete this mission and
the walkthrough below is just ONE of many different ways to do it! Once
you memorize the layout of this level, then you can customize your
objectives your own way.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
+++ AREA: OUTER COMPOUND +++
If you killed Barnham in the previous mission, Sam will have less
equipment in his inventory. If not, his equipment will be stacked.
--OBJECTIVE: ADJUST FUSE BOX #1
There is a ladder nearby and a door at the end of the alley. Go to the
door at the end of the alley and enter to find FUSE BOX #1. Use the
ADJUST FUSE BOX option and then go BACK outside!
Take the nearby ladder to the rooftop. To the left of the ladder is a
bright lamppost with a CRAWLSPACE underneath. REMEMBER THIS! Use the
OCP on the camera and head to the adjacent rooftop.
--OBJECTIVE: ADJUST FUSE BOX #2
Eliminate the guard if you want. Look for the glowing fuse box (with
yellow lights) on the rooftop and then use the ADJUST FUSE BOX option.
Now go to the CRAWLSPACE I mentioned and go inside. Make your way to
the next area.
-----------------------------------------------------------------------
+++ AREA: WAREHOUSE #1 +++
--OBJECTIVE: ADJUST FUSE BOX #3
Jump down the CRAWLSPACE and you'll see the FUSE BOX just across from
Sam's left. There's also a lone guard and CAMERAS surrounding the
warehouse. Jump down and eliminate the guard. Make a hard left and jump
on the crates and climb to the top.
Go up to the FUSE BOX and use the ADJUST FUSE BOX option. Now jump down
and go to the double-door exit. There are two halls: one turning right
and one ahead of Sam. Take the one ahead of Sam and enter a long hall.
At the end of the hall is a CAMERA and laser blocking the doorway. Use
the OCP on them and then enter the next area.
-----------------------------------------------------------------------
+++ AREA: DOCKS +++
--OBJECTIVE: ADJUST FUSE BOX #4
As you exit outside, you will see a lone guard and numerous cameras.
Simply run up next to the red container and climb to its roof. Jump
down on the other side and you will see FUSE BOX #4.
Use the OCP on the light above the fuse box and then access the fuse
box using the ADJUST FUSE BOX option. Now go back to the previous hall
inside the building.
-----------------------------------------------------------------------
+++ AREA: WAREHOUSE #2 +++
After you exit the hall, make a hard left. There is a hard-to-see
CAMERA on the wall, so use EMP Vision and use the OCP on it and then
exit to the next area. Use the OPTIC CABLE to see two guards
conversing. Wait until they start patrolling before exiting.
One of the guards (Carson Moss) will patrol the upper area. GRAB him
and then knock him out.
--OBJECTIVE: PLANT FALSE INFORMATION (OPTIONAL)
On the other end of the warehouse is a set of stairs leading to Carson
Moss's office. Enter inside his office to find a computer. You need to
HACK the computer to plant the information.
Once you've planted info, exit the room by jumping out the nearby
window and jumping down. Look for the panel with the green glowing
light to find the door to exit this area.
-----------------------------------------------------------------------
+++ AREA: TRI-CAMERA AREA +++
The next area looks tricky but its cake. Use the OCP on the first tri-
camera and then slowly make your way up the stairs. When you open the
door, quickly use the OCP on the above light on the ceiling (the OCP
should be fully charged by then). From there, GRAB the patrolling
soldier and knock him out.
--OBJECTIVE: SCAN ENRICA'S FINGERPRINTS (OPTIONAL)
Enter the door that says "ENRICA" and go inside (bring the body inside,
too). Equip the Fingerprint Scanner and walk up to Enrica's bed (it's
next to the computer). SCAN her alarm-clock-radio on the nightstand to
complete the objective. Now exit the room.
Go to the corner and you'll see a CAMERA. Use the OCP on it and enter
the server room with the glass walls. Ignore the door that says
"EMILE", there's nothing of use inside.
--OBJECTIVE #1: SEND INFO TO LAMBERT/EMILE
--OBJECTIVE #2: ACCESS JBA'S SERVERS
Inside the server room are two lasers. Disable them and then access the
computer and HACK IT. From here you have two options for the info:
--SEND TO LAMBERT
--SEND TO EMILE
After that choice is made, access the computer again to complete the
last objective. Now it's time to bail!
--OBJECTIVE: EXTRACTION TIME
Take the ladder down (to where you started the mission) and head for
the other door.
MISSION COMPLETE!
______ _____ _ _ _____ _____ ______
| ___ \(_____) | | | | (_____) ___ \| ___ \
| | _ | | _ \ \ \ \ _ | | | | | | |
| || || | | | \ \ \ \ | || | | | | | |
| || || |_| |_ _____) )____) )| || |___| | | | |
|_||_||_(_____|______(______(_____)_____/|_| |_|
______ _____ ______ ______ _ _______ _______ _______
/ _____) ___ \| ___ \(_____ \| | (_______|_______|_______)
| / | | | | | _ | |_____) ) | _____ _ _____
| | | | | | || || | ____/| | | ___) | | | ___)
| \____| |___| | || || | | | |_____| |_____| |_____| |_____
\______)_____/|_||_||_|_| |_______)_______)\______)_______)
=======================================================================
=======================================================================
+++ MISSION 4: UNDERGROUND SUBWAY STATION +++
PRIMARY OBJECTIVE:
[ ] GET THE VAULT'S CODES
[ ] GET TO THE FRONT OF THE TRAIN
[ ] DISCONNECT COMMUNICATIONS SYSTEM
OPPOSING OBJECTIVES:
[ ] LEAVE STATION CHIEF ALIVE
[ ] KILL THE STATION CHIEF
OPPORTUNITY OBJECTIVES:
[ ] ISOLATE REAR TRAIN CARS
-----------------------------------------------------------------------
-----------------------------------------------------------------------
+++ AREA: ABANDONED SUBWAY +++
If you gave the info from the previous mission to Emile, you'll get
lots of equipment. If not, you'll have a limited supply.
Exit your area and turn right. Use the INIT DYNAMIC HOIST to throw the
hotster to the top. Make it to the other side and jump down.
Exit the area and head down the hall. Use the INIT DYNAMIC BOOST to
toss your chick over the fence. Wait for her to turn off the fan and
then enter the CRAWLSPACE. Crawl to the other side and jump down.
-----------------------------------------------------------------------
+++ AREA: ELECTRICAL ROOM +++
Stay in the shadows and watch for the civilian. Knock him out or kill
him, it's your choice. To get to the next area you have two alternate
paths!
--PATH #1: Go down the bright hall to see a civilian in the way.
Eliminate him and then eliminate his friend in the adjacent room
--PATH #2: Instead of going down the short hall, look to the left and
you'll see a pipeline to climb. Climb it to the top and then jump down
onto the railing. Enter the door and you'll be inside a locker room.
Exit this room to emerge on the other side with the two civilians. Use
the scaffoldings to get around and then rid them in any way you want.
With both guys down, exit the area.
-----------------------------------------------------------------------
+++ AREA: ELECTRICAL ROOM - LOWER AREA +++
As you go down the stairs, you'll see another civilian walking down.
There are two ways to get to the lower area.
#1 - THE HARD WAY
Quickly run up and whistle him over to you (it'll save you the trouble
of having to wait for him at the bottom of the stairs). Eliminate the
civilian on the stairs and then hide his body.
#2 - THE EASY WAY
Instead of going down the stairs, look above and you'll notice a hidden
pipeline that you can shimmy. Look for the pipeline to climb on the
wall at the top of the stairs and climb it up. Sam will then ZIP all
the way down to the bottom. See how easy that was?
Now there are two ways to enter the next area:
#1 - THE LOCK PICK WAY
Ascend down the stairs and walk up to the metal gate (eliminate the
guard first). Use the PICK LOCK option and open it. Exit through the
double doorway and traverse to the Train Repair Area.
#2 - THE PIPELINE WAY
If you took the pipeline and zipped over the stairs, keep shimmying
forward. Sam will then shimmy head over feet past the metal gate. Jump
down and then exit this room to the Train Repair Area.
-----------------------------------------------------------------------
+++ AREA: TRAIN REPAIR ROOM +++
There are two guards and three bright spotlights here. Eliminate the
guards in whichever way you like (or don't) and then exit this room
using the PICK LOCK option on the door.
Make a left and then use the RAPPEL ON WALL option and go down. Look
for the CRAWLSPACE on the wall and emerge to the other side. Go to the
large red pipeline and climb it to the top. See that large crack on the
wall? Enter through and Enrica will chime in.
-----------------------------------------------------------------------
+++ AREA: VAULT/SECURITY ROOM +++
Enrica will tell you that the CAMERAS will be offline, so no need to
worry about being spotted. Exit the crack into the small room and use
the CRAWLSPACE but DO NOT exit out just yet! Wait for the conversation
to finish and then exit.
Eliminate the guard inside and exit this room. There is another guard
outside. Whistle him inside and then snuff him out. As you leave the
area, Enrica will chime in and tell you to look for cover. Simply hide
in the dark and wait for the incoming guard.
Snuff him out the old fashioned way or use the tight quarters that he
emerges from for a SPLIT JUMP attack and then snatch his KEYCARD.
--OBJECTIVE: GRAB THE VAULT CODES
This objective presents you with another decision:
--KILL THE STATION CHIEF
--DO NOT KILL THE STATION CHIEF
It's up to you. DO NOT INTERROGATE THE STATION CHIEF! He will purposely
give you the wrong code! Go to the computer console to get the correct
door code (2833). Now exit the room.
Slowly work your way down this blue hall. You can use the OCP on the
lights on the floor. Put Sam's back to the wall and watch the
conversation at other room. When the guards disperse, shoot a STICKY
SHOCKER at him and then grab his body. Or if you don't want to waste
the Sticky Shockers, you can use a SPLIT JUMP ATTACK in this small
corridor. It's up to you.
Walk through the lasers (with the body in tow) to disable them. For the
second guard, I suggest using the BASH DOOR option. Use the OPTIC CABLE
and wait for him to approach the door. When he gets there, just WHAM
the door open.
--OBJECTIVE: GET TO THE BACK OF THE TRAIN
Now go up the stairs to enter the train station area. Snuff out the
farthest guard (or don't) and then go down the stairs.
Quietly sneak past the guards on the bottom floor by turning left and
then jumping to the back of the train car. SIMPLE.
-----------------------------------------------------------------------
+++ AREA: MOVING TRAIN +++
This next part can be quite frustrating but stay with me as I explain
this next part in detail! Sometimes when reloading this part of the
level, the guards will behave differently but the strategy is still the
same.
--CAR #1:
Enter the first car and use the OCP to darken your way to the end of
the car. Sneak by the sitting guard (while in darkness) and then exit
the car. Or if you're patient enough, stay in the back of the train and
the guard will start patrolling. Wait for him to get near and then
smack him down. As soon as you enter the second car, you will have 8
minutes to get to the front of the train.
--CAR #2:
In this car are two guards and a CAMERA. Stay within the back of the
car and wait for their conversation to finish. Shoot STICKY SHOCKERS at
both of them and then use the OCP on the CAMERA. Now exit the car.
--CAR #3:
There are no guards here but lots of lasers. Squeeze between the first
set of crates and creep past the first laser. Use the OCP on the second
laser and then SLIDE open the door and enter.
--OBJECTIVE: DETACH TRAIN CAR
Use the OCP on the next laser and squeeze through to the back with the
quadruple lasers. Use the OCP on the both left laser and then go
through the CRAWLSPACE under the gold bars. Exit the car. From there,
use the DETACH TRAIN CAR option to complete the objective.
-----------------------------------------------------------------------
+++ AREA: TRAIN ROOFTOPS +++
Climb the ladder to the roof of the train and make your way to the end
of each car. Drop down on the guard between cars to knock them out.
If a guard investigates the roof, simply move to the side of the train
to hang on. The guard will eventually get smashed (you'll see it when
you get there). Continue until you reach the front of the second-to-
last car. Enter inside to see a laser and some gold bars.
--OBJECTIVE: DISABLE THE COMMUNICATIONS
Use the OCP on the laser and then use the CRAWLSPACE and emerge on the
other side. GRAB the nearby guard and eliminate him. Use the OCP on the
light on the ceiling and then use a STICKY SHOCKER on the two guards.
Now go to the control box near where the guard was sitting and choose
the DISABLE COMMUICATIONS option to stop the timer. Now exit the car
the same way that you came in and then head for main car.
-----------------------------------------------------------------------
+++ AREA: CONDUCTOR CAR +++
There are two guards and a train conductor. To eliminate the guards,
use the OCP on the light to distract. Grab each one and snuff them out
(or use STICKY SHOCKERS if you still have any left). Once both guards
are down, head to the conductor's door and open it.
MISSION COMPLETE!
______ _____ _ _ _____ _____ ______
| ___ \(_____) | | | | (_____) ___ \| ___ \
| | _ | | _ \ \ \ \ _ | | | | | | |
| || || | | | \ \ \ \ | || | | | | | |
| || || |_| |_ _____) )____) )| || |___| | | | |
|_||_||_(_____|______(______(_____)_____/|_| |_|
______ _____ ______ ______ _ _______ _______ _______
/ _____) ___ \| ___ \(_____ \| | (_______|_______|_______)
| / | | | | | _ | |_____) ) | _____ _ _____
| | | | | | || || | ____/| | | ___) | | | ___)
| \____| |___| | || || | | | |_____| |_____| |_____| |_____
\______)_____/|_||_||_|_| |_______)_______)\______)_______)
=======================================================================
=======================================================================
+++ MISSION 5: COZUMEL, MEXICO - CRUISE SHIP +++
PRIMARY OBJECTIVE:
[ ] HELP ENRICA INSTALL COMM RELAY
[ ] HELP ENRICA REACH THE COMM ROOM
[ ] RECOVER THE BOMB
[ ] DELIVER THE BOMB AND HELP ENRICA REACH THE FUEL TANK
OPPOSING OBJECTIVES:
[ ] DISABLE ENRICA'S CELL PHONE
[ ] PROTECT ENRICA'S CELL PHONE
OPPORTUNITY OBJECTIVES:
[ ] OBTAIN PASSENGER MANIFEST
[ ] DISABLE THE SHIP'S ENGINES
[ ] DELETE THE CAMERA RECORDS
-----------------------------------------------------------------------
-----------------------------------------------------------------------
+++ AREA: OUTER CABIN +++
If you killed the station chief in the previous mission, Fisher will
unlock the Flash Grenades and will have it in his inventory. If not,
then too bad.
Enter inside the cabin and then exit to the hallway outside.
-----------------------------------------------------------------------
+++ AREA: OUTER HALLWAY +++
As you exit the room, you'll see two soldiers standing across the door.
Sneak behind them both by hugging the wall to the right. Sneak to the
end and then enter the next hall and then exit.
-----------------------------------------------------------------------
+++ AREA: MUSIC LOUNGE +++
Across from the double doors is a CAMERA. Disable it with the OCP and
then make a hard left towards the LOUNGE. If the two soldiers on the
opposite side see you, eliminate them in the darkness.
--OBJECTIVE: GET THE PASSENGER MANIFEST (OPTIONAL)
In the area where the two soldiers were sitting is a LAPTOP. Either
walk up to it or use your EEV and HACK IT to finish the objective.
Now make your way into the LOUNGE area. You'll see a door just across
from you. You'll come back to this area, so REMEMBER THAT DOOR! Now
creep past the bar and the piano and head for the EXIT.
-----------------------------------------------------------------------
+++ AREA: EMPTY TENNIS COURT +++
Exit outside to see three guards. Eliminate all three (or don't) and
then exit at the door on the opposite side to enter the next area.
-----------------------------------------------------------------------
+++ AREA: MAIN DECK +++
--OBJECTIVE: MEET WITH ENRICA
Slowly take the spiral stairs (on either side) to the top. You will see
two soldiers standing idly in front of the doors.
Use the OCP on the nearby lightpost and the lightpost on the ceiling to
darken the area. Sneak past them onto the Main Deck. See that large
deck in the middle of Main Deck? Jump to the top of that thing (or use
the ladder on the other side) and you'll see Enrica waiting for you.
After the cutscene, use the OCP on the light above and then use the
INIT SHOULDER BOOST option to allow Enrica to place something on the
relay. Now jump down and follow her to the opposite side of the deck.
Use the INIT BOOST OVER option to toss her to the other side. Now go
back to the MUSIC LOUNGE room from earlier in the level. As you make
your way back, sneak past or eliminate whoever gets in the way.
-----------------------------------------------------------------------
+++ AREA: MUSIC LOUNGE +++
As you enter the MUSIC LOUNGE, take the door across from the bar.
You'll see a set of stairs going down to the elevator. Jump down to the
elevator roof and use the OPEN TRAPDOOR option and then use the GO TO
LOWER LEVEL option to go down.
-----------------------------------------------------------------------
+++ AREA: LOWER LEVELS +++
--OBJECTIVE: OBTAIN THE KEYCARD
As you enter the hall, a soldier will walk in. Use the hidden pipeline
above to grab him. Now you come to a T-intersection. The left side has
a CAMERA and the right side leads nowhere.
First, take the right side and down the corner to see a sleeping guard
on a chair. Sneak up to him and grab his KEYCARD and go back to the
previous area.
Use the OCP on the CAMERA and continue through the hall until Lambert
chimes in with a new objective.
-----------------------------------------------------------------------
+++ AREA: ENGINE ROOM +++
--OBJECTIVE: DISABLE THE SHIP'S ENGINES (OPTIONAL)
As you enter the engine room, you'll see a metal walkway. There's one
soldier on each walkway (three total soldiers). The quickest way to get
to the bottom is to jump over the railing and jump your way down.
The ship's engine is located to the RIGHT side corner of the stairs
going down. Go up to the console and use the DISABLE ENGINE option to
complete the objective.
++NOTE: Further down from where you disable the engine is a CRAWLSPACE.
You'll come back to this area later.
Now work your way around the bottom of the room to the metal fence and
open it. Exit at the door on the other end. Make a left turn and slowly
approach the corner. You'll see a lone soldier and a laptop. Eliminate
him and continue down the hall to the next area.
-----------------------------------------------------------------------
+++ AREA: DOCKING BAY +++
--OBJECTIVE #1: RECOVER THE BOMB
--OBJECTIVE #2: DELETE THE CAMERA RECORDS (OPTIONAL)
You'll be inside a metal gate. HACK the card reader and then enter the
Docking Bay. The bomb is located inside the boat docked in the middle
of the room. Jump into the water and climb into the boat.
Use the PICK LOCK option in the center of the boat to open the hatch.
Grab the bomb to complete the objective. If you are going to complete